Water glitch problem

(I actually have three problems)

PROBLEM 1:

In my map, I have a pool here in the middle. For some reason, my water acts like a “view-clip” and I see right through it and through the ground under it. It also acts as a solid and I can’t swim in it but it makes the water footstep sounds. (This is ep2 if it matters.)

I’ve scrolled through almost every water material, transparent normals and the grey textures, but none of them work.

It displays fine in Hammer, but it’s messed up in-game.

PROBLEM 2:

I’ve set up my light_environment entity to my preferences, but no matter how I set it, the shadows it casts are pitch black. (I also have HDR on if it matters.)

PROBLEM 3:

This doesn’t really need a picture. I’ve set up light_spot entities to my preferences, but they don’t even show up in the game.

Did you put nodraw the brush and put the water texture on top of it?

What do you mean by that?

Did you texture the brush first with nodraw then put the water texture on top of the brush.

no

[editline]12:32AM[/editline]

I actually tried deleting the water and remaking the brush and reassigned the material and the water now acts like water, but it still renders incorrectly.

You might have a leak, check/post your compile log.




** Executing...
** Command: "c:\program files (x86)\steam\steamapps\invisiblejack22\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle"

Valve Software - vbsp.exe (May 19 2009)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2 episode two\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-3207.94 -1071.52 65.93) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0 4096.0 1344.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 3584.0 1344.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 2284.5 -456.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 2796.5 -456.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 2560.0 3592.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 2560.0 1344.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 1536.0 -456.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 1536.0 3592.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
error: material STONE/STONEWALL006B doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (184890 bytes)
Error! prop_static using model "models/props_outland/chandelier.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_outland/chandelier.mdl"!
Error! prop_static using model "models/props_c17/lamp_standard_off01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/lamp_standard_off01.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 424 texinfos to 319
Reduced 33 texdatas to 24 (957 bytes to 546)
Writing C:\Program Files (x86)\Steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\invisiblejack22\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle"

Valve Software - vvis.exe (May 19 2009)
8 threads
reading c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.bsp
reading c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\invisiblejack22\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.96 seconds)
5804 faces
3098917 square feet [446244128.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.087156
12 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (18)
Build Patch/Sample Hash Table(s).....Done<0.1034 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
5 of 5 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   8/1024          384/49152    ( 0.8%) 
brushes                761/8192         9132/98304    ( 9.3%) 
brushsides            6122/65536       48976/524288   ( 9.3%) 
planes                3588/65536       71760/1310720  ( 5.5%) 
vertexes              8388/65536      100656/786432   (12.8%) 
nodes                 3096/65536       99072/2097152  ( 4.7%) 
texinfos               319/12288       22968/884736   ( 2.6%) 
texdata                 24/2048          768/65536    ( 1.2%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                 5804/65536      325024/3670016  ( 8.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1916/65536      107296/3670016  ( 2.9%) 
leaves                3105/65536       99360/2097152  ( 4.7%) 
leaffaces             6591/65536       13182/131072   (10.1%) 
leafbrushes           1899/65536        3798/131072   ( 2.9%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            34914/512000     139656/2048000  ( 6.8%) 
edges                18742/256000      74968/1024000  ( 7.3%) 
LDR worldlights         12/8192         1056/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata           10/32768         120/393216   ( 0.0%) 
waterstrips            530/32768        5300/327680   ( 1.6%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          7644/65536       15288/131072   (11.7%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    10693808/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       23879/393216   ( 6.1%) 
LDR ambient table     3105/65536       12420/262144   ( 4.7%) 
HDR ambient table     3105/65536       12420/262144   ( 4.7%) 
LDR leaf ambient     13400/65536      375200/1835008  (20.4%) 
HDR leaf ambient      3105/65536       86940/1835008  ( 4.7%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/9590     ( 0.0%) 
pakfile               [variable]      213830/0        ( 0.0%) 
physics               [variable]      184890/4194304  ( 4.4%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 15577
Writing c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.bsp
30 seconds elapsed
Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.96 seconds)
5804 faces
3098917 square feet [446244128.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.087156
12 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (16)
Build Patch/Sample Hash Table(s).....Done<0.1076 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
5 of 5 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   8/1024          384/49152    ( 0.8%) 
brushes                761/8192         9132/98304    ( 9.3%) 
brushsides            6122/65536       48976/524288   ( 9.3%) 
planes                3588/65536       71760/1310720  ( 5.5%) 
vertexes              8388/65536      100656/786432   (12.8%) 
nodes                 3096/65536       99072/2097152  ( 4.7%) 
texinfos               319/12288       22968/884736   ( 2.6%) 
texdata                 24/2048          768/65536    ( 1.2%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                 5804/65536      325024/3670016  ( 8.9%) 
hdr faces             5804/65536      325024/3670016  ( 8.9%) 
origfaces             1916/65536      107296/3670016  ( 2.9%) 
leaves                3105/65536       99360/2097152  ( 4.7%) 
leaffaces             6591/65536       13182/131072   (10.1%) 
leafbrushes           1899/65536        3798/131072   ( 2.9%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            34914/512000     139656/2048000  ( 6.8%) 
edges                18742/256000      74968/1024000  ( 7.3%) 
LDR worldlights         12/8192         1056/720896   ( 0.1%) 
HDR worldlights         12/8192         1056/720896   ( 0.1%) 
leafwaterdata           10/32768         120/393216   ( 0.0%) 
waterstrips            530/32768        5300/327680   ( 1.6%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          7644/65536       15288/131072   (11.7%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    10693808/0        ( 0.0%) 
HDR lightdata         [variable]    10693808/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       23879/393216   ( 6.1%) 
LDR ambient table     3105/65536       12420/262144   ( 4.7%) 
HDR ambient table     3105/65536       12420/262144   ( 4.7%) 
LDR leaf ambient     13400/65536      375200/1835008  (20.4%) 
HDR leaf ambient      8591/65536      240548/1835008  (13.1%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/9590     ( 0.0%) 
pakfile               [variable]      213830/0        ( 0.0%) 
physics               [variable]      184890/4194304  ( 4.4%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 15577
Writing c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.bsp
28 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.bsp" "c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2 episode two\ep2\maps\gm_castle.bsp"




**** leaked ****
Entity prop_static (-3207.94 -1071.52 65.93) leaked!

load the pointfile to see where it’s leaking and fix it.

So props have to be completely enclosed? Ok. Would that be the cause of any of these problems and how?

And does anyone know the answers to any of the other problems?

Only prop origins have to be in the map, you can have parts of props outside the world (for things like sky cards or w/e).

Interesting, I don’t remember havung any props outside the map. I’ll check when I get back onto my comp.

Does anyone know any answers for any of the other problems?

A leak is an opening into the void (the blackness). You may not have any props outside the map, but techincally you do. So load the pointfile, and the prop it said was leaking will have a red line connecting to it. Follow the line, and if you do indeed have a prop outside the map, delete it. If the red line goes into the blackness, make sure you seal it off with a brush. (Nodraw works, but I don’t recommend it, or you could use a hollowed skybox around the map, but I don’t support that, either.)

Problem 1- As already covered, it’s a leak. Load up the pointfile and follow the red line. The playable area must be fully sealed with world brushes, func_details (and all other entities), water brushes, displacements and props do NOT seal the map. Props outside the map will also cause that problem.

Looking at the compile log, you also have two props that are not the correct type. They will need to be physics or dynamic, check the info tab for each offending prop and set it to the right one. If it says if can be static and either physics or dynamic, then ignore static as an option.

You have an awful lot of material errors there that could be caused by custom textures without their corraspondind text files written properly or trying to use a concrete texture on a func_water_analog.

Problem 2- The shadows are cast in accordance to your light settings. The greater the pitch, the deeper and longer the shadows. You can alleviate this by using additional light entities to light areas. The light_environment will only light areas naturally by using your skybox texture as the light source.

For once I think you’re on the wrong track with problem 2, I think it’s just another symptom of problem 1 seeing as a leak prevents lightbounces being calculated.

Thats true.
Also use different texture for the castle. The texture from Whiteforest Inn is good.

Yeh…the thought had occurred to me. I think fixing that leak will fix a lot of the other issues on the log.

After looking at the leak coords, it says the leak is in the middle of the grass, but I scanned and I can’t find anything causing it to leak:

http://img651.imageshack.us/img651/8641/waterproblem3.jpg

Wut?

If you want, you can send me the vmf, and I can try and find your problem.

Is the grass a displacement?

There is some very odd brushwork there…have you been using the carve tool?